From 8124165e9b78ae3f915132422b181631fecff076 Mon Sep 17 00:00:00 2001 From: blomios Date: Sun, 19 Oct 2025 22:56:25 +0200 Subject: [PATCH] Local project added --- .vscode/extensions.json | 5 + .vscode/launch.json | 10 + .vscode/settings.json | 70 + Assets/Assets.meta | 8 + Assets/Assets/Shader.meta | 8 + Assets/Assets/Shader/VoxelRaycast.compute | 283 ++++ .../Assets/Shader/VoxelRaycast.compute.meta | 7 + Assets/InputSystem_Actions.inputactions | 1057 ++++++++++++ Assets/InputSystem_Actions.inputactions.meta | 14 + Assets/Scenes.meta | 8 + Assets/Scenes/SampleScene.unity | 1477 +++++++++++++++++ Assets/Scenes/SampleScene.unity.meta | 7 + Assets/ScriptableObjects.meta | 8 + Assets/ScriptableObjects/AudioMaterials.meta | 8 + .../AudioMaterials/AudioMaterial.cs | 10 + .../AudioMaterials/AudioMaterial.cs.meta | 2 + .../AudioMaterials/Default.asset | 16 + .../AudioMaterials/Default.asset.meta | 8 + .../AudioMaterials/HighReflexion.asset | 16 + .../AudioMaterials/HighReflexion.asset.meta | 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+ userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Assets/Shader/VoxelRaycast.compute b/Assets/Assets/Shader/VoxelRaycast.compute new file mode 100644 index 0000000..315aab7 --- /dev/null +++ b/Assets/Assets/Shader/VoxelRaycast.compute @@ -0,0 +1,283 @@ +// VoxelRaycastOctree.compute +#pragma kernel CSMain + +// Match the C# struct layout exactly +struct LinearNode +{ + // ---- Bloc 1 (16 bytes) + float penetrationFactor; // 4 + float reflexionFactor; // 4 + uint childMask; // 4 + uint childBase; // 4 + + // ---- Bloc 7 (16 bytes) + uint isLeaf; // 4 + uint isOccupied; // 4 + uint pad0; // 4 + uint pad1; // 4 +}; + +// Ray and Hit definitions used in buffers +struct RayData +{ + float pad; + float3 direction; +}; + +struct BatchData +{ + float3 origin; + float maxDistance; +}; + +struct HitData +{ + float penetrationFactor; + float reflexionFactor; + float lastDistance; + float pad0; + + float3 origin; // float3 + 1 padding + float pad1; + float3 position; // float3 + 1 padding + float pad2; + + float distance; + uint hit; + float2 pad3; +}; + +struct StackEntry +{ + int nodeIndex; + float3 center; + float halfSize; +}; + +// Buffers +StructuredBuffer nodes; +StructuredBuffer rays; +StructuredBuffer batchDatas; +AppendStructuredBuffer hits; + +RWStructuredBuffer hitCount; + +int nodeCount; + +int raysPerBatch; +float3 rootCenter; +float rootHalfSize; +int rootIndex; + +float3 ClosestPointOnAABB(float3 hitPos, float3 boxCenter, float halfSize) +{ + float3 minB = boxCenter - halfSize; + float3 maxB = boxCenter + halfSize; + + // Clamp dans le cube + float3 q = clamp(hitPos, minB, maxB); + + // On mesure la distance à chaque face + float3 distToMin = abs(q - minB); + float3 distToMax = abs(maxB - q); + + // On garde la plus proche face sur chaque axe + float3 faceDist = min(distToMin, distToMax); + + // Trouver l’axe le plus "libre" (le plus éloigné d’une face) + // -> on veut les deux plus proches axes => arête + float3 result = q; + + // Compter combien d'axes sont "libres" + int numInside = 0; + [unroll] + for (int i = 0; i < 3; i++) + { + float dMin = distToMin[i]; + float dMax = distToMax[i]; + if (dMin < dMax) + result[i] = minB[i]; + else + result[i] = maxB[i]; + } + + return result; +} + +inline bool IntersectAABB_fast( + float3 center, + float halfSize, + float3 origin, + float3 dir, + float3 invDir, // pré-calculé : 1.0 / dir (avec protection contre 0) + out float tEntry, + out float tExit) +{ + float3 minB = center - halfSize; + float3 maxB = center + halfSize; + + // Calcul des distances d'entrée et sortie sur chaque axe + float3 t1 = (minB - origin) * invDir; + float3 t2 = (maxB - origin) * invDir; + + // Trouver les valeurs d'entrée et sortie globales + float3 tMin = min(t1, t2); + float3 tMax = max(t1, t2); + + // tEntry = le moment où on entre dans le cube + // tExit = le moment où on sort + tEntry = max(max(tMin.x, tMin.y), tMin.z); + tExit = min(min(tMax.x, tMax.y), tMax.z); + + // Test d'intersection + return tExit >= max(tEntry, 0.0); +} + +// AABB-ray intersection (slab method), returns whether intersects and entry distance +bool IntersectAABB(float3 boxCenter, float halfSize, float3 rayOrig, float3 rayDir, float invDirX, float invDirY, float invDirZ, out float tMin, out float tMax) +{ + const float EPS = 0.2; + float3 minB = boxCenter - halfSize; + float3 maxB = boxCenter + halfSize; + + tMin = -1e20; + tMax = 1e20; + + [unroll] + for (int i = 0; i < 3; i++) + { + float ro = (i==0) ? rayOrig.x : (i==1) ? rayOrig.y : rayOrig.z; + float rd = (i==0) ? rayDir.x : (i==1) ? rayDir.y : rayDir.z; + float mn = (i==0) ? minB.x : (i==1) ? minB.y : minB.z; + float mx = (i==0) ? maxB.x : (i==1) ? maxB.y : maxB.z; + float invD = (i==0) ? invDirX : (i==1) ? invDirY : invDirZ; + + if (abs(rd) < 1e-6) + { + if (ro < mn || ro > mx) return false; + } + else + { + float t1 = (mn - ro) * invD; + float t2 = (mx - ro) * invD; + if (t1 > t2) { float tmp = t1; t1 = t2; t2 = tmp; } + if (t1 > tMin) tMin = t1; + if (t2 < tMax) tMax = t2; + if (tMin > tMax) return false; + } + } + + // Skip self-intersections + if (tMax < EPS) return false; + if (tMin < EPS) tMin = tMax; // Move entry forward if starting inside + + return true; +} + +[numthreads(8,8,1)] // 2D dispatch (8x8 = 64 threads) +void CSMain(uint3 id : SV_DispatchThreadID) +{ + uint rayIndex = id.x; + uint batchIndex = id.y; + + if (rayIndex >= rays.Length || batchIndex >= batchDatas.Length) return; + + RayData r = rays[rayIndex]; + BatchData b = batchDatas[batchIndex]; + + BatchData outHit; + + outHit.origin = b.origin; + outHit.maxDistance = b.maxDistance; + + float3 invDir=(0,0,0); + invDir.x = (abs(r.direction.x) < 1e-6) ? 1e8 : 1.0 / r.direction.x; + invDir.y = (abs(r.direction.y) < 1e-6) ? 1e8 : 1.0 / r.direction.y; + invDir.z = (abs(r.direction.z) < 1e-6) ? 1e8 : 1.0 / r.direction.z; + + StackEntry stack[64]; + int sp = 0; + + StackEntry entry; + entry.nodeIndex = rootIndex; + entry.center = rootCenter; + entry.halfSize = rootHalfSize ; + + stack[sp++] = entry; + + bool hasHit = false; + + StackEntry lastEntry = entry; + + while (sp > 0) + { + StackEntry e = stack[--sp]; + if (e.nodeIndex < 0 || e.nodeIndex >= nodeCount) continue; + + LinearNode n = nodes[e.nodeIndex]; + + float tEntry, tExit; + if (!IntersectAABB_fast(e.center, e.halfSize, b.origin, r.direction, invDir, tEntry, tExit)) + continue; + + if ( tEntry >= outHit.maxDistance ) continue; + + // Feuille + if (n.isLeaf == 1) + { + if (n.isOccupied == 1) + { + float tHit = max(tEntry, 0); + if (tHit < outHit.maxDistance) + { + hasHit = true; + outHit.maxDistance = tHit; + lastEntry = e; + } + } + continue; + } + + if (n.childMask != 0) + { + float childHalf = e.halfSize * 0.5; + for (uint i = 0; i < 8; i++) + { + if (((n.childMask >> i) & 1u) == 0) continue; + + uint offset = countbits(n.childMask & ((1u << i) - 1u)); + int childIndex = n.childBase + offset; + + float3 offsetVec = childHalf * float3( + (i & 4u) ? 1 : -1, + (i & 2u) ? 1 : -1, + (i & 1u) ? 1 : -1 + ); + + entry.nodeIndex = childIndex; + entry.center = e.center + offsetVec; + entry.halfSize = childHalf ; + + stack[sp++] = entry; + } + } + } + + if ( hasHit ) + { + LinearNode n = nodes[lastEntry.nodeIndex]; + + float tHit = outHit.maxDistance; + + outHit.maxDistance = ( b.maxDistance - outHit.maxDistance ) * n.reflexionFactor; + + float3 hitPos = b.origin + r.direction * tHit; + + outHit.origin = ClosestPointOnAABB(hitPos, lastEntry.center, lastEntry.halfSize); + + float3 dirOffset = b.origin - outHit.origin; + outHit.origin = outHit.origin + dirOffset; + + hits.Append( outHit ); + } +} diff --git a/Assets/Assets/Shader/VoxelRaycast.compute.meta b/Assets/Assets/Shader/VoxelRaycast.compute.meta new file mode 100644 index 0000000..281628f --- /dev/null +++ b/Assets/Assets/Shader/VoxelRaycast.compute.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: beacc211952bec342847019386af6944 +ComputeShaderImporter: + externalObjects: {} + userData: + assetBundleName: + 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--git a/Assets/Scripts/Debug/FlattenVoxelTreeDebugger.cs b/Assets/Scripts/Debug/FlattenVoxelTreeDebugger.cs new file mode 100644 index 0000000..a39992e --- /dev/null +++ b/Assets/Scripts/Debug/FlattenVoxelTreeDebugger.cs @@ -0,0 +1,102 @@ +using UnityEngine; + +public class FlattenVoxelTreeDebugger : MonoBehaviour +{ + public bool enableDraw = false; + + [Header("Voxel Tree Data")] + public ComputeBuffer nodeBuffer; // buffer GPU (optionnel) + public LinearNode[] nodes; // ou data CPU (si tu l’as) + public Vector3 rootCenter = Vector3.zero; + public float rootHalfSize = 100f; + public bool showOnlyLeaves = false; + public bool useGPUBuffer = false; + + [Header("Display Settings")] + public Color nodeColor = new Color(0f, 1f, 0f, 0.05f); + public Color leafColor = new Color(1f, 0f, 0f, 0.15f); + public Color borderColor = Color.yellow; + public int maxDepthToDraw = 6; + public VoxelTreeManager voxelTreeManager; + + + private void OnDrawGizmos() + { + if (enableDraw == false) + return; + + if (nodes == null && voxelTreeManager.gpuRayCaster != null ) + { + nodes = voxelTreeManager.gpuRayCaster.linearTree.nodes; + } + + if (nodes == null || nodes.Length == 0) + return; + + Gizmos.matrix = Matrix4x4.identity; + DrawNodeRecursive(0, rootCenter, rootHalfSize, 0); + } + + private void DrawNodeRecursive(int nodeIndex, Vector3 center, float halfSize, int depth) + { + if (nodeIndex < 0 || nodeIndex >= nodes.Length) return; + if (depth > maxDepthToDraw) return; + + var node = nodes[nodeIndex]; + + bool isLeaf = node.isLeaf == 1; + bool isOccupied = node.isOccupied == 1; + + // Color based on node type + if (isOccupied) + Gizmos.color = leafColor; + else + Gizmos.color = nodeColor; + + if (!showOnlyLeaves || isLeaf) + { + Gizmos.DrawCube(center, Vector3.one * (halfSize * 2f)); + Gizmos.color = borderColor; + Gizmos.DrawWireCube(center, Vector3.one * (halfSize * 2f)); + } + + if (node.childMask != 0) + { + float childHalf = halfSize * 0.5f; + + int realIndex = 0; + + for (int i = 0; i < 8; i++) + { + bool childExists = (node.childMask & (1u << i)) != 0 ; + if (!childExists) continue; + + Vector3 offset = childHalf * new Vector3( + (i & 4) != 0 ? 1f : -1f, // X + (i & 2) != 0 ? 1f : -1f, // Y + (i & 1) != 0 ? 1f : -1f // Z + ); + + Vector3 childCenter = center + offset; + + int childIndex = node.childBase + realIndex; + + DrawNodeRecursive(childIndex, childCenter, childHalf, depth + 1); + + realIndex++; + } + } + + + } + + // Optionnel : utilitaire pour extraire depuis un ComputeBuffer (GPU -> CPU) + public void SyncFromGPU() + { + if (nodeBuffer == null || !useGPUBuffer) return; + if (nodes == null || nodes.Length == 0) + nodes = new LinearNode[nodeBuffer.count]; + + nodeBuffer.GetData(nodes); + } +} diff --git a/Assets/Scripts/Debug/FlattenVoxelTreeDebugger.cs.meta b/Assets/Scripts/Debug/FlattenVoxelTreeDebugger.cs.meta new file mode 100644 index 0000000..e65d532 --- /dev/null +++ b/Assets/Scripts/Debug/FlattenVoxelTreeDebugger.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7af577c689fa40b4a9291ff83dbde469 \ No newline at end of file diff --git a/Assets/Scripts/Debug/Player.cs b/Assets/Scripts/Debug/Player.cs new file mode 100644 index 0000000..c68a56d --- /dev/null +++ b/Assets/Scripts/Debug/Player.cs @@ -0,0 +1,154 @@ +using UnityEngine; +using System.Diagnostics; +using System.Runtime.InteropServices; +using System.Collections.Generic; + + +public class Player : MonoBehaviour +{ + public VoxelTreeManager voxelManager; + + public bool EnableDebug = false; + + int totalCastDone = 0; + + public float longitudeStep = 45f; + public float lateralStep = 45f; + + int rayCount; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + InitPrebuildArray(); + + VoxelRaycastGPU.Ray[] rays = new VoxelRaycastGPU.Ray[rayCount]; + FillRaysArray(rays); + voxelManager.gpuRayCaster.Init(rayCount, rays); + } + + void Cast( ref VoxelRaycastGPU.BatchData[] batchData, int batchCount, int iIteration ) + { + ComputeBuffer hitBuffer = new ComputeBuffer(rayCount * batchCount, Marshal.SizeOf(typeof(VoxelRaycastGPU.Hit)), ComputeBufferType.Append); + + Stopwatch sw = Stopwatch.StartNew(); + totalCastDone += batchCount * rayCount; + VoxelRaycastGPU.BatchData[] hits = voxelManager.CastGpuRay(in batchData, batchCount); + + /*for( int i = 0; i < hits.Length; i++ ) + { + GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere); + sphere.transform.position = hits[i].origin; + sphere.transform.localScale = Vector3.one * 0.5f; + }*/ + + sw.Stop(); + } + + Vector3[] prebuildArrayDirection; + + void InitPrebuildArray() + { + var dirs = new List(); + + const float EPS = 1e-6f; + + // Elevation (longitude in your naming): from -90 to +90 inclusive + for (float lonDeg = -90f; lonDeg <= 90f + 1e-6f; lonDeg += longitudeStep) + { + float lonRad = lonDeg * Mathf.Deg2Rad; + float cosLon = Mathf.Cos(lonRad); + float sinLon = Mathf.Sin(lonRad); + + // If cosLon is ~0, we are at a pole: all azimuths collapse to the same vector. + if (Mathf.Abs(cosLon) < EPS) + { + // Add a single pole direction (north or south) + dirs.Add(new Vector3(0f, sinLon, 0f)); + continue; // skip azimuth loop for this elevation + } + + // Otherwise loop over azimuth (lateral) + for (float latDeg = 0f; latDeg < 360f - 1e-6f; latDeg += lateralStep) + { + float latRad = latDeg * Mathf.Deg2Rad; + float cosLat = Mathf.Cos(latRad); + float sinLat = Mathf.Sin(latRad); + + Vector3 dir = new Vector3( + cosLon * cosLat, + sinLon, + cosLon * sinLat + ); + + dirs.Add(dir.normalized); + } + } + + prebuildArrayDirection = dirs.ToArray(); + rayCount = dirs.Count; + } + + void FillRaysArray( VoxelRaycastGPU.Ray[] rays ) + { + for (int i = 0; i < prebuildArrayDirection.Length; i++) + { + rays[i].direction = prebuildArrayDirection[i]; + } + } + + // Update is called once per frame + void Update() + { + if (Input.GetKeyDown(KeyCode.R)) + { + //VoxelTreeRaycaster.HitInfo outHit; + + Vector3 origin = GetComponent().position; + + UnityEngine.Debug.Log(origin); + + //int iNbCast = 0; + + /*Stopwatch sw = Stopwatch.StartNew(); + + for (float el = -90f; el <= 90f; el += elStep) + { + for (float az = 0f; az < 360f; az += azStep) + { + float elRad = el * Mathf.Deg2Rad; + float azRad = az * Mathf.Deg2Rad; + + Vector3 dir = new Vector3( + Mathf.Cos(elRad) * Mathf.Cos(azRad), + Mathf.Sin(elRad), + Mathf.Cos(elRad) * Mathf.Sin(azRad) + ).normalized; + + iNbCast++; + bool hit = voxelManager.CastRay(origin, dir, 100f, out outHit); + } + } + + sw.Stop(); + + UnityEngine.Debug.Log($"RayCast done in {sw.Elapsed.TotalMilliseconds}ms for {iNbCast} casts");*/ + + Stopwatch sw = Stopwatch.StartNew(); + + totalCastDone = 0; + + VoxelRaycastGPU.Ray[] rays = new VoxelRaycastGPU.Ray[rayCount]; + VoxelRaycastGPU.BatchData[] batchDatas = new VoxelRaycastGPU.BatchData[1]; + + batchDatas[0].origin = origin; + batchDatas[0].maxDistance = 100; + + Cast(ref batchDatas, 1, 0); + sw.Stop(); + + UnityEngine.Debug.Log($"Gpu RayCast done in {sw.Elapsed.TotalMilliseconds}ms for {totalCastDone} casts"); + + } + } +} diff --git a/Assets/Scripts/Debug/Player.cs.meta b/Assets/Scripts/Debug/Player.cs.meta new file mode 100644 index 0000000..52522b6 --- /dev/null +++ b/Assets/Scripts/Debug/Player.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 98b63d0a77a360e4d94b27528bc3000d \ No newline at end of file diff --git a/Assets/Scripts/Debug/VoxelTreeDebugger.cs b/Assets/Scripts/Debug/VoxelTreeDebugger.cs new file mode 100644 index 0000000..96ab17a --- /dev/null +++ b/Assets/Scripts/Debug/VoxelTreeDebugger.cs @@ -0,0 +1,52 @@ +using UnityEngine; + +[ExecuteAlways] +public class VoxelTreeDebugger : MonoBehaviour +{ + public bool enableDraw = false; + + [Header("Tree reference")] + public OctreeNode root; // Reference to your voxel tree root + + [Header("Debug settings")] + public bool drawLeavesOnly = true; // Draw only leaf nodes + public int maxDepthToDraw = 6; // Limit drawing depth + public Color emptyColor = new Color(0f, 0.5f, 1f, 0.2f); + public Color solidColor = new Color(1f, 0f, 0f, 0.5f); + public Color mixedColor = new Color(1f, 1f, 0f, 0.4f); + + void OnDrawGizmos() + { + if (root != null && enableDraw) + { + DrawNode(root, 0); + } + } + + private void DrawNode(OctreeNode node, int depth) + { + if (node == null || depth > maxDepthToDraw) + return; + + // Set color based on node type + if (node.isLeaf) + { + Gizmos.color = node.isOccupied ? solidColor : emptyColor; + Gizmos.DrawWireCube(node.bounds.center, node.bounds.size); + if (node.isOccupied) + Gizmos.DrawCube(node.bounds.center, node.bounds.size * 0.95f); + } + else + { + Gizmos.color = mixedColor; + if (!drawLeavesOnly) + Gizmos.DrawWireCube(node.bounds.center, node.bounds.size); + + // Recursively draw children + foreach (var child in node.children) + { + DrawNode(child, depth + 1); + } + } + } +} diff --git a/Assets/Scripts/Debug/VoxelTreeDebugger.cs.meta b/Assets/Scripts/Debug/VoxelTreeDebugger.cs.meta new file mode 100644 index 0000000..f2ad750 --- /dev/null +++ b/Assets/Scripts/Debug/VoxelTreeDebugger.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 31dcad4d65772e349b756df7096c55d0 \ No newline at end of file diff --git a/Assets/Scripts/VoxelOctree.meta b/Assets/Scripts/VoxelOctree.meta new file mode 100644 index 0000000..34328ac --- /dev/null +++ b/Assets/Scripts/VoxelOctree.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 54c344627e0b6a1488c3c7d6c6d49bb5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/VoxelOctree/CPU.meta b/Assets/Scripts/VoxelOctree/CPU.meta new file mode 100644 index 0000000..812ac89 --- /dev/null +++ b/Assets/Scripts/VoxelOctree/CPU.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3ac02403714fd184095cb0c32517d4b0 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/VoxelOctree/CPU/OctreeNode.cs b/Assets/Scripts/VoxelOctree/CPU/OctreeNode.cs new file mode 100644 index 0000000..64b1fcb --- /dev/null +++ b/Assets/Scripts/VoxelOctree/CPU/OctreeNode.cs @@ -0,0 +1,38 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +public class OctreeNode +{ + public Bounds bounds; // The 3D space covered by this node + public bool isLeaf; // True if this node is not subdivided + public bool isOccupied; // True if this node contains solid voxels + public bool hasChildrenOccupied; // True if this node contains solid voxels + public OctreeNode[] children; // 8 sub-nodes (for each octant) + + public float penetrationFactor; + public float reflexionFactor; + + public OctreeNode(Bounds bounds) + { + penetrationFactor = 1; + reflexionFactor = 1; + this.bounds = bounds; + isLeaf = true; + isOccupied = false; + hasChildrenOccupied = false; + + children = new OctreeNode[8]; + + children[0] = null; + children[1] = null; + children[2] = null; + children[3] = null; + children[4] = null; + children[5] = null; + children[6] = null; + children[7] = null; + + } +} diff --git a/Assets/Scripts/VoxelOctree/CPU/OctreeNode.cs.meta b/Assets/Scripts/VoxelOctree/CPU/OctreeNode.cs.meta new file mode 100644 index 0000000..ad2b7df --- /dev/null +++ b/Assets/Scripts/VoxelOctree/CPU/OctreeNode.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 13827c41731283f4bb6202cac32e51ab \ No newline at end of file diff --git a/Assets/Scripts/VoxelOctree/CPU/VoxelTreeRaycaster.cs b/Assets/Scripts/VoxelOctree/CPU/VoxelTreeRaycaster.cs new file mode 100644 index 0000000..602012d --- /dev/null +++ b/Assets/Scripts/VoxelOctree/CPU/VoxelTreeRaycaster.cs @@ -0,0 +1,101 @@ +using UnityEngine; + +public class VoxelTreeRaycaster +{ + public struct HitInfo + { + public Vector3 point; + public Vector3 normal; + public float distance; + public OctreeNode node; + } + + // Public API: perform a raycast through the voxel tree + public bool Raycast(OctreeNode root, Vector3 origin, Vector3 direction, float maxDistance, out HitInfo hit) + { + hit = new HitInfo(); + if (root == null || direction == Vector3.zero) + return false; + + direction.Normalize(); + Bounds treeBounds = root.bounds; + + // First, check if ray starts inside or intersects the tree bounds + if (!treeBounds.IntersectRay(new Ray(origin, direction), out float entryDist)) + { + // If outside, skip rays that miss the whole tree + return false; + } + + // Clamp to max distance + float dist = Mathf.Max(0f, entryDist); + float endDist = Mathf.Min(maxDistance, entryDist + maxDistance); + + return Traverse(root, origin, direction, ref dist, endDist, out hit); + } + + // Recursive traversal + private bool Traverse(OctreeNode node, Vector3 origin, Vector3 dir, ref float dist, float maxDist, out HitInfo hit) + { + hit = new HitInfo(); + + // Stop if beyond range or node is outside of ray segment + if (dist > maxDist) return false; + if (!node.bounds.IntersectRay(new Ray(origin, dir), out float entry)) + return false; + + // Adjust distance to this node's entry point + dist = Mathf.Max(dist, entry); + + // Leaf node + if (node.isLeaf) + { + if (node.isOccupied) + { + // Approximate hit point (entry point) + hit.point = origin + dir * dist; + hit.distance = dist; + hit.normal = GetApproximateNormal(node, origin, dir); + hit.node = node; + return true; + } + return false; + } + + // Otherwise, traverse children + if (node.children != null) + { + // Check all child nodes that intersect the ray + foreach (var child in node.children) + { + if (child == null) continue; + if (Traverse(child, origin, dir, ref dist, maxDist, out hit)) + return true; + } + } + + return false; + } + + // Approximate normal from cube face hit + private Vector3 GetApproximateNormal(OctreeNode node, Vector3 origin, Vector3 dir) + { + Vector3 p = origin; + Bounds b = node.bounds; + Vector3 center = b.center; + Vector3 extents = b.extents; + + Vector3 local = p - center; + Vector3 absDir = new Vector3(Mathf.Abs(dir.x), Mathf.Abs(dir.y), Mathf.Abs(dir.z)); + Vector3 normal = Vector3.zero; + + if (absDir.x > absDir.y && absDir.x > absDir.z) + normal = new Vector3(Mathf.Sign(-dir.x), 0, 0); + else if (absDir.y > absDir.z) + normal = new Vector3(0, Mathf.Sign(-dir.y), 0); + else + normal = new Vector3(0, 0, Mathf.Sign(-dir.z)); + + return normal; + } +} \ No newline at end of file diff --git a/Assets/Scripts/VoxelOctree/CPU/VoxelTreeRaycaster.cs.meta b/Assets/Scripts/VoxelOctree/CPU/VoxelTreeRaycaster.cs.meta new file mode 100644 index 0000000..ee5b9be --- /dev/null +++ b/Assets/Scripts/VoxelOctree/CPU/VoxelTreeRaycaster.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 968c451685e18e54a9cb1d419f303c54 \ No newline at end of file diff --git a/Assets/Scripts/VoxelOctree/GPU.meta b/Assets/Scripts/VoxelOctree/GPU.meta new file mode 100644 index 0000000..4a1b377 --- /dev/null +++ b/Assets/Scripts/VoxelOctree/GPU.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 11755919bdf10884492adbb91aa6837b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/VoxelOctree/GPU/OctreeGpuUpload.cs b/Assets/Scripts/VoxelOctree/GPU/OctreeGpuUpload.cs new file mode 100644 index 0000000..647eac3 --- /dev/null +++ b/Assets/Scripts/VoxelOctree/GPU/OctreeGpuUpload.cs @@ -0,0 +1,179 @@ +using System.Collections.Generic; +using System.Runtime.InteropServices; +using System.Text; + +// Layout for the GPU buffer: must match HLSL struct exactly and size-aligned. +[StructLayout(LayoutKind.Sequential)] +public struct LinearNode +{ + // ---- Bloc 1 (16 bytes) + public float penetrationFactor; // 4 + public float reflexionFactor; // 4 + public uint childMask; // 4 + public int childBase; // 4 + + // ---- Bloc 7 (16 bytes) + public uint isLeaf; // 4 + public uint isOccupied; // 4 + public uint pad0; // 4 + public uint pad1; // 4 +} + +public struct LinearTree +{ + public LinearNode[] nodes; + public int rootIndex; +} + +public static class OctreeGpuHelpers +{ + // Flatten the recursive octree into a linear array. + // Returns LinearNode[] and root index (should be 0) + + public static LinearTree FlattenOctree(OctreeNode root) + { + nodeToSig = new Dictionary(ReferenceEqualityComparer.Default); + sigToIndex = new Dictionary(); + + List flatNodes = new List(); + + flatNodes.Add(new LinearNode()); + + int rootIndex = BuildNode(root, flatNodes, 0); + + LinearTree linearTree; + linearTree.rootIndex = rootIndex; + linearTree.nodes = flatNodes.ToArray(); + + nodeToSig = null; + + return linearTree; + } + + private static Dictionary nodeToSig; + private static Dictionary sigToIndex; + + private static string ComputeChildrenSignature(OctreeNode node) + { + // child signatures + string[] childSigs = new string[8]; + for (int i = 0; i < 8; i++) + { + var c = node.children[i]; + childSigs[i] = c != null ? ComputeChildrenSignature(c) : ""; + } + + // Build signature: combine node properties + child signatures (deterministic) + // Use StringBuilder then a hash (optional) — here we keep reasonable precision for floats + var sb = new StringBuilder(); + sb.Append(node.isLeaf ? 'L' : 'N'); + sb.Append(node.isOccupied ? '1' : '0'); + sb.Append('|'); + sb.Append(node.penetrationFactor.ToString("R")); // "R" for round-trip + sb.Append(','); + sb.Append(node.reflexionFactor.ToString("R")); + sb.Append('|'); + for (int i = 0; i < 8; i++) + { + sb.Append(childSigs[i]); + sb.Append('|'); + } + + string sig = sb.ToString(); + return sig; + } + + // PASS 1: compute a stable signature for each node (string here for simplicity) + private static string ComputeSignature(OctreeNode node) + { + // child signatures + string[] childSigs = new string[8]; + for (int i = 0; i < 8; i++) + { + var c = node.children[i]; + childSigs[i] = c != null ? ComputeChildrenSignature(c) : ""; + } + + // Build signature: combine node properties + child signatures (deterministic) + // Use StringBuilder then a hash (optional) — here we keep reasonable precision for floats + var sb = new StringBuilder(); + + for (int i = 0; i < 8; i++) + { + sb.Append(childSigs[i]); + sb.Append('|'); + } + + string sig = sb.ToString(); + return sig; + } + + // PASS 2: build nodes list — parent reserved first so unique children end up contiguous after parent. + private static int BuildNode(OctreeNode node, List nodes, int nodeIndex) + { + LinearNode ln = nodes[nodeIndex]; + + // Now fill the LinearNode with correct fields. + ln.penetrationFactor = node.penetrationFactor; + ln.reflexionFactor = node.reflexionFactor; + ln.isLeaf = node.isLeaf ? 1u : 0u; + ln.isOccupied = node.isOccupied ? 1u : 0u; + ln.pad0 = 0; + ln.pad1 = 0; + ln.childMask = 0; + + string sig = ComputeSignature(node); + + if(sigToIndex.TryGetValue(sig, out int existingIndex)) + { + ln.childBase = nodes[existingIndex].childBase; + + for (int i = 0; i < 8; i++) + { + if (node.children[i] != null) + ln.childMask |= (1u << i); + } + + nodes[nodeIndex] = ln; + return nodeIndex; + } + + ln.childBase = nodes.Count; + + for (int i = 0; i < 8; i++) + { + OctreeNode childNode = node.children[i]; + if (childNode != null) + { + nodes.Add(new LinearNode()); + } + } + + int realIndex = 0; + for (int i = 0; i < 8; i++) + { + OctreeNode childNode = node.children[i]; + if (childNode != null) + { + int index = BuildNode(childNode, nodes, ln.childBase + realIndex); + string childSig = ComputeSignature(childNode); + sigToIndex[childSig] = index; + + ln.childMask |= 1u << i; + realIndex++; + } + } + + nodes[nodeIndex] = ln; + + return nodeIndex; + } + + // Simple reference-equality comparer for OctreeNode (so Dictionary uses node identity) + private class ReferenceEqualityComparer : IEqualityComparer where T : class + { + public static readonly ReferenceEqualityComparer Default = new ReferenceEqualityComparer(); + public bool Equals(T x, T y) => ReferenceEquals(x, y); + public int GetHashCode(T obj) => System.Runtime.CompilerServices.RuntimeHelpers.GetHashCode(obj); + } +} diff --git a/Assets/Scripts/VoxelOctree/GPU/OctreeGpuUpload.cs.meta b/Assets/Scripts/VoxelOctree/GPU/OctreeGpuUpload.cs.meta new file mode 100644 index 0000000..883045c --- /dev/null +++ b/Assets/Scripts/VoxelOctree/GPU/OctreeGpuUpload.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d8d6d3db0d1de6a488ad343cfc26da8d \ No newline at end of file diff --git a/Assets/Scripts/VoxelOctree/GPU/VoxelRaycastGPU.cs b/Assets/Scripts/VoxelOctree/GPU/VoxelRaycastGPU.cs new file mode 100644 index 0000000..4b21916 --- /dev/null +++ b/Assets/Scripts/VoxelOctree/GPU/VoxelRaycastGPU.cs @@ -0,0 +1,60 @@ +using UnityEngine; + +public class VoxelRaycastGPU : MonoBehaviour +{ + public VoxelRaycastGPU(ComputeShader computeShader) + { + raycastShader = computeShader; + } + + public ComputeShader raycastShader; + + public struct Ray + { + public float pad; + public Vector3 direction; + } + + public struct BatchData + { + public Vector3 origin; + public float maxDistance; + }; + + public struct Hit + { + public float penetrationFactor; + public float reflexionFactor; + public float lastDistance; + private float _pad1; + public Vector3 origin; + private float _pad2; + public Vector3 position; + private float _pad3; + public float distance; + public uint hit; + private float _pad4; + private float _pad5; + } + + public void Init( ComputeShader computeShader ) + { + raycastShader = computeShader; + } + + public void Raycast( in Ray[] rays, float maxDistance, ref ComputeBuffer rayBuffer, ref ComputeBuffer hitBuffer ) + { + int kernel = raycastShader.FindKernel("CSMain"); + + rayBuffer.SetData(rays); + raycastShader.SetBuffer(kernel, "rays", rayBuffer); + raycastShader.SetBuffer(kernel, "hits", hitBuffer); + raycastShader.SetFloat("maxDistance", maxDistance); + + int threadGroups = Mathf.CeilToInt(rays.Length / 64f); + raycastShader.Dispatch(kernel, threadGroups, 1, 1); + + Hit[] hits = new Hit[rays.Length]; + hitBuffer.GetData(hits); + } +} diff --git a/Assets/Scripts/VoxelOctree/GPU/VoxelRaycastGPU.cs.meta b/Assets/Scripts/VoxelOctree/GPU/VoxelRaycastGPU.cs.meta new file mode 100644 index 0000000..073e7c2 --- /dev/null +++ b/Assets/Scripts/VoxelOctree/GPU/VoxelRaycastGPU.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 46218eff2d8f9a6489444052fb6a7ef6 \ No newline at end of file diff --git a/Assets/Scripts/VoxelOctree/GPU/VoxelRaycastGpuManager.cs b/Assets/Scripts/VoxelOctree/GPU/VoxelRaycastGpuManager.cs new file mode 100644 index 0000000..7182757 --- /dev/null +++ b/Assets/Scripts/VoxelOctree/GPU/VoxelRaycastGpuManager.cs @@ -0,0 +1,142 @@ +using UnityEngine; +using System.Runtime.InteropServices; + +public class VoxelRaycastGpuManager +{ + ComputeShader raycastShader; + OctreeNode root; // assign your built octree root + public VoxelRaycastGpuManager(ComputeShader computeShader, OctreeNode octreeRoot) + { + raycastShader = computeShader; + root = octreeRoot; + } + + ComputeBuffer nodeBuffer; + + public LinearTree linearTree; + + int kernel; + + ComputeBuffer hitCounterBuffer = null; + ComputeBuffer rayBuffer = null; + + int raysPerBatch; + + int batchDataClassSize = Marshal.SizeOf(typeof(VoxelRaycastGPU.BatchData)); + + int groupsX; + + int maxRaycastPerIteration; + + + public VoxelRaycastGPU.BatchData[] Raycast(in VoxelRaycastGPU.BatchData[] batchData, int datasLenght) + { + ComputeBuffer hitBuffer = new ComputeBuffer(5000, batchDataClassSize, ComputeBufferType.Append); + ComputeBuffer datasBuffer = new ComputeBuffer(datasLenght, batchDataClassSize, ComputeBufferType.Default); + ComputeBuffer countBuffer = new ComputeBuffer(1, sizeof(int), ComputeBufferType.Raw); + + int iteration = 0; + int currentCount = datasLenght; + int previousCount = datasLenght; + + datasBuffer.SetData(batchData, 0, 0, currentCount); + + while (iteration < 4 && currentCount > 0) + { + previousCount = currentCount; + + raycastShader.SetBuffer(kernel, "batchDatas", datasBuffer); + raycastShader.SetBuffer(kernel, "hits", hitBuffer); + + int threadsY = 8; + + int groupsY = Mathf.CeilToInt((float)currentCount / threadsY); + + raycastShader.Dispatch(kernel, groupsX, groupsY, 1); + + ComputeBuffer.CopyCount(hitBuffer, countBuffer, 0); + int[] countArr = new int[1]; + countBuffer.GetData(countArr); + currentCount = countArr[0]; + + /*VoxelRaycastGPU.BatchData[] hits = new VoxelRaycastGPU.BatchData[currentCount]; + hitBuffer.GetData(hits, 0, 0, currentCount); + + for (int i = 0; i < currentCount; i++) + { + GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere); + sphere.transform.position = hits[i].origin; + sphere.transform.localScale = Vector3.one * 0.5f; + }*/ + + if (currentCount > 0) + { + (datasBuffer, hitBuffer) = (hitBuffer, datasBuffer); + + hitBuffer.Release(); + hitBuffer = new ComputeBuffer(5000, batchDataClassSize, ComputeBufferType.Append); + } + + iteration++; + } + + VoxelRaycastGPU.BatchData[] result = new VoxelRaycastGPU.BatchData[previousCount]; + if (currentCount == 0) + datasBuffer.GetData(result, 0, 0, previousCount); + else + hitBuffer.GetData(result, 0, 0, previousCount); + + hitBuffer.Release(); + datasBuffer.Release(); + countBuffer.Release(); + + return result; + } + + public void Init( int nbRaysPerBatch, in VoxelRaycastGPU.Ray[] rays ) + { + // Flatten octree + linearTree = OctreeGpuHelpers.FlattenOctree(root); + int nodeStride = Marshal.SizeOf(typeof(LinearNode)); // should be 64 + + rayBuffer = new ComputeBuffer(rays.Length, Marshal.SizeOf(typeof(VoxelRaycastGPU.Ray)), ComputeBufferType.Default); + rayBuffer.SetData(rays, 0, 0, rays.Length); + + // Create GPU buffer for nodes + nodeBuffer = new ComputeBuffer(linearTree.nodes.Length, nodeStride, ComputeBufferType.Default); + nodeBuffer.SetData(linearTree.nodes); + + hitCounterBuffer = new ComputeBuffer(1, sizeof(int), ComputeBufferType.Raw); + uint[] counterInit = { 0 }; + counterInit[0] = 0; + hitCounterBuffer.SetData(counterInit); + + kernel = raycastShader.FindKernel("CSMain"); + + raycastShader.SetBuffer(kernel, "nodes", nodeBuffer); + raycastShader.SetBuffer(kernel, "hitCount", hitCounterBuffer); + raycastShader.SetBuffer(kernel, "rays", rayBuffer); + + raycastShader.SetInt("raysPerBatch", nbRaysPerBatch); + raycastShader.SetInt("rootIndex", linearTree.rootIndex); + raycastShader.SetInt("nodeCount", linearTree.nodes.Length); + + raycastShader.SetFloat("rootHalfSize", root.bounds.size.x / 2f); + raycastShader.SetFloats("rootCenter", new float[3] { root.bounds.center.x, root.bounds.center.y, root.bounds.center.z }); + + raysPerBatch = nbRaysPerBatch; + + groupsX = Mathf.CeilToInt((float)raysPerBatch / 8); + + maxRaycastPerIteration = 5000 / raysPerBatch; + } + + ~VoxelRaycastGpuManager() + { + if (hitCounterBuffer != null) + hitCounterBuffer.Release(); + + if (rayBuffer != null) + rayBuffer.Release(); + } +} \ No newline at end of file diff --git a/Assets/Scripts/VoxelOctree/GPU/VoxelRaycastGpuManager.cs.meta b/Assets/Scripts/VoxelOctree/GPU/VoxelRaycastGpuManager.cs.meta new file mode 100644 index 0000000..d255512 --- /dev/null +++ b/Assets/Scripts/VoxelOctree/GPU/VoxelRaycastGpuManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f13f71d059d1b854bb51ac64bede9396 \ No newline at end of file diff --git a/Assets/Scripts/VoxelOctree/VoxelTreeBuilder.cs b/Assets/Scripts/VoxelOctree/VoxelTreeBuilder.cs new file mode 100644 index 0000000..8806cf9 --- /dev/null +++ b/Assets/Scripts/VoxelOctree/VoxelTreeBuilder.cs @@ -0,0 +1,128 @@ +using UnityEngine; +using System; +using System.Collections.Generic; +using System.Linq; + +public class VoxelTreeBuilder +{ + private int maxDepth; + private float minNodeSize; + + public VoxelTreeBuilder(int maxDepth, float minNodeSize) + { + this.maxDepth = maxDepth; + this.minNodeSize = minNodeSize; + } + + public OctreeNode Build(Bounds bounds, Func isSolid) + { + return BuildNode(bounds, isSolid, 0); + } + + private OctreeNode BuildNode(Bounds bounds, Func isSolid, int depth) + { + OctreeNode node = new OctreeNode(bounds); + IsSolidNodeAnswere answere; + + // Stop subdivision if we reached the maximum depth or smallest size + if (depth >= maxDepth) + { + // Check the voxel state at the center + answere = isSolid(bounds.center, bounds.size.x); + node.isOccupied = answere.isSolid; + node.penetrationFactor = answere.penetrationFactor; + node.reflexionFactor = answere.reflexionFactor; + return node; + } + + if( bounds.size.x <= minNodeSize ) + { + bool allSolid = true; + bool allEmpty = true; + + foreach (Vector3 corner in GetCorners(bounds)) + { + answere = isSolid(corner, bounds.size.x); + bool solid = answere.isSolid; + + node.penetrationFactor = answere.penetrationFactor; + node.reflexionFactor = answere.reflexionFactor; + + allSolid &= solid; + allEmpty &= !solid; + } + + // Check if the entire cube is homogeneous (either fully solid or empty) + if (depth >= maxDepth || allSolid) + { + // If homogeneous, stop subdivision + if (allSolid || allEmpty) + { + if (allSolid) + { + answere = isSolid(bounds.center, bounds.size.x); + node.isOccupied = answere.isSolid; + node.penetrationFactor = answere.penetrationFactor; + node.reflexionFactor = answere.reflexionFactor; + node.isOccupied = allSolid; + } + + return node; + } + } + } + + // Otherwise, subdivide into 8 child nodes + node.isLeaf = false; + int arrayIndex = 0; + + foreach (var (i, subBounds) in GetSubBounds(bounds).Select((b, i) => (i, b))) + { + OctreeNode childrenNode = BuildNode(subBounds, isSolid, depth + 1); + + if (childrenNode.isOccupied == true || childrenNode.hasChildrenOccupied == true) + { + node.hasChildrenOccupied = true; + node.children[arrayIndex] = childrenNode; + } + else + { + node.children[arrayIndex] = null; + } + arrayIndex++; + } + + if (arrayIndex == 0) + node.isLeaf = true; + + return node; + } + + private IEnumerable GetSubBounds(Bounds parent) + { + // Generate 8 sub-bounds for the octree subdivision + Vector3 size = parent.size / 2f; + Vector3 min = parent.min; + for (int x = 0; x < 2; x++) + for (int y = 0; y < 2; y++) + for (int z = 0; z < 2; z++) + { + Vector3 center = min + Vector3.Scale(new Vector3(x + 0.5f, y + 0.5f, z + 0.5f), size); + yield return new Bounds(center, size); + } + } + + private IEnumerable GetCorners(Bounds b) + { + // Return all 8 corners of the bounding box + Vector3 min = b.min; + Vector3 max = b.max; + for (int x = 0; x <= 1; x++) + for (int y = 0; y <= 1; y++) + for (int z = 0; z <= 1; z++) + yield return new Vector3( + x == 0 ? min.x : max.x, + y == 0 ? min.y : max.y, + z == 0 ? min.z : max.z); + } +} \ No newline at end of file diff --git a/Assets/Scripts/VoxelOctree/VoxelTreeBuilder.cs.meta b/Assets/Scripts/VoxelOctree/VoxelTreeBuilder.cs.meta new file mode 100644 index 0000000..555e5f3 --- /dev/null +++ b/Assets/Scripts/VoxelOctree/VoxelTreeBuilder.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 45419c0456ed1a74f97cc990244648a5 \ No newline at end of file diff --git a/Assets/Scripts/VoxelOctree/VoxelTreeManager.cs b/Assets/Scripts/VoxelOctree/VoxelTreeManager.cs new file mode 100644 index 0000000..36322b8 --- /dev/null +++ b/Assets/Scripts/VoxelOctree/VoxelTreeManager.cs @@ -0,0 +1,105 @@ +using UnityEngine; + +public struct IsSolidNodeAnswere +{ + public float penetrationFactor; + public float reflexionFactor; + public bool isSolid; + public GameObject Go; +} + +public class VoxelTreeManager : MonoBehaviour +{ + public LayerMask solidLayerMask; + public float voxelSize = 2f; // Minimum voxel size + public int maxDepth = 6; // Tree subdivision limit + public float boundsSize = 300f; // World size covered by the voxel tree + public ComputeShader computeShader; + private OctreeNode root; + private VoxelTreeRaycaster raycaster = new VoxelTreeRaycaster(); + public VoxelRaycastGpuManager gpuRayCaster; + + void Start() + { + Debug.Log($"Building voxel tree with LayerMask: {LayerMaskToString(solidLayerMask)}"); + + var builder = new VoxelTreeBuilder(maxDepth, voxelSize); + root = builder.Build(new Bounds(Vector3.zero, Vector3.one * boundsSize), IsSolid); + + var dbg = FindObjectOfType(); + if (dbg) dbg.root = root; + + gpuRayCaster = new VoxelRaycastGpuManager(computeShader, root); + } + + // This function replaces pos => pos.magnitude < 100f + private IsSolidNodeAnswere IsSolid(Vector3 pos, float size) + { + IsSolidNodeAnswere answere; + + answere.Go = null; + + answere.penetrationFactor = 1; + answere.reflexionFactor = 1; + + float overlapMargin = size / 3f; + answere.isSolid = false; + + Collider[] hits = Physics.OverlapSphere(pos, overlapMargin, solidLayerMask, QueryTriggerInteraction.Ignore); + + if (hits.Length > 0) + { + answere.isSolid = true; + for (int i = 0; i < hits.Length; i++) + { + AudioObject audioObj = hits[i].GetComponent(); + + if (audioObj) + { + answere.penetrationFactor = audioObj.audioMaterialSettings.penetrationFactor; + answere.reflexionFactor = audioObj.audioMaterialSettings.reflexionFactor; + break; + } + } + + return answere; + } + + return answere; + } + + private static string LayerMaskToString(LayerMask mask) + { + string names = ""; + for (int i = 0; i < 32; i++) + { + if (((1 << i) & mask.value) != 0) + { + names += LayerMask.LayerToName(i) + " "; + } + } + return names.Trim(); + } + + public bool CastRay(Vector3 origin, Vector3 dir, float distance, out VoxelTreeRaycaster.HitInfo outHit) + { + if (raycaster.Raycast(root, origin, dir, distance, out var hit)) + { + outHit = hit; + // Debug.Log($"Ray hit voxel at {hit.point}, dist={hit.distance:F2}"); + //Debug.DrawLine(origin, hit.point, Color.red, 2f); + return true; + } + else + { + outHit = hit; + //Debug.Log("No voxel hit"); + return false; + } + } + + public VoxelRaycastGPU.BatchData[] CastGpuRay( in VoxelRaycastGPU.BatchData[] batchData, int datasLenght ) + { + return gpuRayCaster.Raycast( in batchData, datasLenght ); + } +} \ No newline at end of file diff --git a/Assets/Scripts/VoxelOctree/VoxelTreeManager.cs.meta b/Assets/Scripts/VoxelOctree/VoxelTreeManager.cs.meta new file mode 100644 index 0000000..5e2605a --- /dev/null +++ b/Assets/Scripts/VoxelOctree/VoxelTreeManager.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 81db4efe0049de943a98566ddc2ff7e2 \ No newline at end of file diff --git a/Assets/_Recovery.meta b/Assets/_Recovery.meta new file mode 100644 index 0000000..bcb8426 --- /dev/null +++ b/Assets/_Recovery.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d2c0a51753504044d9e8dd164621c71e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/_Recovery/0 (1).unity b/Assets/_Recovery/0 (1).unity new file mode 100644 index 0000000..56cdc01 --- /dev/null +++ b/Assets/_Recovery/0 (1).unity @@ -0,0 +1,1059 @@ +%YAML 1.1 +%TAG !u! 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